Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

"Brushed" Art: Part 1 - A Tutorial for Counter-Strike 1.6

Updates

Version 2/Final2 6y
  • - New name!
  • - Finally, deleted all the anti-optimization instructions
  • - Actual info referring to the "Split Faces" tool (actually, only how to use it)
Now can you change your mind, if you already have an opinion?

This is related to the Vertex Manipulation tool

Welcome to the noob's guide to vertex manipulation as I am partially a noob at it.

Before we start, download Jackhammer

Thank you... now set it up, if you haven't already.

Alright, i guess we are ready to begin!

Many people say that Vertex Manipulation, when not used properly, causes errors. And i'm here to teach you how to use it properly.

There's one key thing for you to know:

If you want to literally bend brushwork to your will, use triangles, not cubes.

OK, let's go ahead onto the making of something i accidentally discovered:

Make a brush with dimensions like: 64x64, 32x32, 16x16, 128x128 etc. just keep the second number the same as the first one.

At first, it must have the null texture, in order for optimization.

OK, now, most of this can be done in the 3D view, so let's select our cube, and go to the always-hated VM Tool.


Alright, press the icon again if you still have the yellow and white dots, until you have the white ones, because those are the vertices themselves, and select them "diagonally" but only on one side:


My evil plan is working, muahaha! Now press Ctrl+F (without the +) and look what happens:


Ta-da! The faces are split, but do not enter the Select Tool, otherwise you're cancelling what you just did.

Go ahead with the other faces (only the sides, not the bottom and the top):


Ah, reminds me of my first box in 3ds Max...

Select the top vertices only:


Now, this is why i told you to install Jackhammer.

Find the center of the 4 vertices, and rotate them by 45 degrees, by holding right click.


The GIF is a bit different, but never-mind that. So you should get this:


And now, Alt+P, if it shows errors you probably rotated it under a bigger angle than 45, or you probably didn't split faces in the same direction, or perhaps you just didn't rotate it clockwise/counter-clockwise (depends how you cut the faces).

And if it's error-free, then you can proceed:

Select the brush, and copy them above each other, but one by one, and rotate them so they fit onto each other and act as a one single brush, which is in fact, this:


Quake quality, eh?

Just remember, if you want it smoother, the height should of the original brush should be re-sized in half, and you must rotate it a lot less (15 degrees, let's say, instead of 45).

  • Admer456 avatar
    Admer456 Joined 7y ago
    GoldSRC Snowball
    Gone. :3
    816 points Ranked 46,306th
    33 medals 2 legendary 6 rare
    • Submitted 30 Tutorials Medal icon
    • Returned 5000 times Medal icon
    • Submitted 15 Tutorials Medal icon
    • Returned 1000 times Medal icon
    • Reached 50 subscribers Medal icon
    • Received thanks 50 times Medal icon
    Admer456 GoldSRC Snowball
    6y
    > **Posted by Lord Canistra** > > > **Posted by [LP]Admer456** > > > > Wait, what? I said that keyboard shortcuts is the best workflow. See, when shortened, I actually meant "If you said that using icons is the best workflow, then you're wrong." Do we have a misunderstanding? > > Yes, it appears that we do. From the previous post: > > > **Posted by [LP]Admer456** > > > > And if you said that using icons rather than keyboard shortcuts is "hardly the best workflow", then you're very, very, very, but very wrong > > - I state that using icons (buttons) instead of keyboard is not the best option. > - You state that I'm "very, very wrong". > - From this I infer that you consider UI controls to be equal or superior to hotkeys. > > Which turned out to not be the case. So no problem there. Oh, wait I think I understood everything while I was thinking of a reply. I didn't notice the _,_ signs, my resolution is quite small. > **I can imagine a person who has never used those to be comfortable around Jackhammer**, _controlling everything through miniscule UI buttons instead of hotkeys_ , **but that's hardly the most efficient workflow.** Oh, I see. Well, then in that case we have the same opinions. My brain never managed to formulate anything which is put into a one sentence, so that is the problem.
    URL to post:
  • Lord Canistra avatar
    Lord Canistra Joined 14y ago
    Offline
    14,434 points Ranked 530th
    23 medals 2 legendary 3 rare
    • 1st Place - 2016 Winter Mapping Contest Medal icon
    • 10 years a member Medal icon
    • 6 years a member Medal icon
    • 2nd Place - Beneath the Dust Mapping Contest Medal icon
    • Returned 1000 times Medal icon
    • Reached 1,000 Points Medal icon
    6y
    > **Posted by [LP]Admer456** > > Wait, what? I said that keyboard shortcuts is the best workflow. See, when shortened, I actually meant "If you said that using icons is the best workflow, then you're wrong." Do we have a misunderstanding? Yes, it appears that we do. From the previous post: > **Posted by [LP]Admer456** > > And if you said that using icons rather than keyboard shortcuts is "hardly the best workflow", then you're very, very, very, but very wrong - I state that using icons (buttons) instead of keyboard is not the best option. - You state that I'm "very, very wrong". - From this I infer that you consider UI controls to be equal or superior to hotkeys. Which turned out to not be the case. So no problem there.
    URL to post:
  • Admer456 avatar
    Admer456 Joined 7y ago
    GoldSRC Snowball
    Gone. :3
    816 points Ranked 46,306th
    33 medals 2 legendary 6 rare
    • Submitted 30 Tutorials Medal icon
    • Returned 5000 times Medal icon
    • Submitted 15 Tutorials Medal icon
    • Returned 1000 times Medal icon
    • Reached 50 subscribers Medal icon
    • Received thanks 50 times Medal icon
    Admer456 GoldSRC Snowball
    6y
    > **Posted by Lord Canistra** > > > **Posted by [LP]Admer456** > > > > And if you said that using icons rather than keyboard shortcuts is "hardly the best workflow", then you're very, very, very, but very wrong, unless i misunderstood what you have said. > > Well then, please explain to me how wasting your time moving cursor around to switch tools or editing modes through UI buttons is more efficient than hitting hotkeys with your other hand. Because I seriously do not understand that. Wait, what? I said that keyboard shortcuts is the best workflow. See, when shortened, I actually meant "If you said that using icons is the best workflow, then you're wrong." Do we have a misunderstanding? If not, let's prove this through an example, then: I will go into the tab **File**, and then i will click on **New**. I wasted around 1.5 seconds. I will press Alt+F+N (Alt; File; New) now, and it's the same function and command, and i only wasted 0.5 seconds approximately. As for the icons, think about the fact how long does it take you to move the cursor from the brush in the 2D view to the representing icon of a tool (Cutting Tool, let's say), it takes me approx. 2 seconds, and also, the tempo of the editing is quite slow, it's like playing an instrument slowly (slow music is often boring and sad, although it is still good), and if I simply select a brush, and press Ctrl+X (the + does not count), i did it in 0.2 seconds, what a time change! So if we do the maths, and considering the fact that we do this 600 times per day: 2 hours are spent on clicking, while 0.2 * 600 is umm 12, i think, yes, just think about it, 12 minutes vs. 2 hours, and adding in the time for a map to complete, and how many maps you make, you save umm, you save **9 out of 10** of the time you normally spend while clicking on these icons. In fact, i use the keyboard for navigation in the desktop, but that's a whole other topic. > > > **Posted by [LP]Admer456** > > > > I edited this reply 4 times now, and i also want to mention that the Ctrl+F method for this can be used for cylinders, which is useful for, because of texture alignment issues, this: > > > > > > ...and for many more things. You are essentially getting one step closer to functionality of a proper polygonal modelling tool. > > Also, I believe that this tutorial should not be deleted but rather improved, showing this alternative method. After all, you might want to create some concave shapes that would still require breaking brushes down into smaller pieces. It should not be deleted, yes that's true, especially because of the fact that i can't lose any more points (I've just lost 650 points over stupid stamps, and i can't undo that, and those are my first few unlocks ever, so i have no experience over that), and if i trash this tutorial, then i will lose another 25 points, and then i'm really buried into the ground. Yes, i always run into a situation where i have to cut brushes into smaller pieces (especially ruined walls and holes in them), but still, as long as they are triangles, they are more error-free than cubes.
    URL to post:
  • Lord Canistra avatar
    Lord Canistra Joined 14y ago
    Offline
    14,434 points Ranked 530th
    23 medals 2 legendary 3 rare
    • 1st Place - 2016 Winter Mapping Contest Medal icon
    • 10 years a member Medal icon
    • 6 years a member Medal icon
    • 2nd Place - Beneath the Dust Mapping Contest Medal icon
    • Returned 1000 times Medal icon
    • Reached 1,000 Points Medal icon
    6y
    > **Posted by [LP]Admer456** > > And if you said that using icons rather than keyboard shortcuts is "hardly the best workflow", then you're very, very, very, but very wrong, unless i misunderstood what you have said. Well then, please explain to me how wasting your time moving cursor around to switch tools or editing modes through UI buttons is more efficient than hitting hotkeys with your other hand. Because I seriously do not understand that. > **Posted by [LP]Admer456** > > I edited this reply 4 times now, and i also want to mention that the Ctrl+F method for this can be used for cylinders, which is useful for, because of texture alignment issues, this: > > ...and for many more things. You are essentially getting one step closer to functionality of a proper polygonal modelling tool. Also, I believe that this tutorial should not be deleted but rather improved, showing this alternative method. After all, you might want to create some concave shapes that would still require breaking brushes down into smaller pieces.
    URL to post:
  • Admer456 avatar
    Admer456 Joined 7y ago
    GoldSRC Snowball
    Gone. :3
    816 points Ranked 46,306th
    33 medals 2 legendary 6 rare
    • Submitted 30 Tutorials Medal icon
    • Returned 5000 times Medal icon
    • Submitted 15 Tutorials Medal icon
    • Returned 1000 times Medal icon
    • Reached 50 subscribers Medal icon
    • Received thanks 50 times Medal icon
    Admer456 GoldSRC Snowball
    6y
    > **Posted by Lord Canistra** > > First off, I wouldn't recommend arbitrary transformations (especially rotations) of vertices, as they can easily end up at off-grid fractional positions, which will increase likelihood of microgaps and/or microleaks during compilation due to rounding errors, as well as loss of precision upon reloading your level in any editor that cannot handle those fractional values properly. > > It's perfectly possible to arrange all the vertices manually in a ring-like shape on the grid. You can even make a temporary brush cylinder or arc to help align them. Yes, this'll take slightly more effort than stamping numbers into transform field, but quality always has a price. > > Second, there's this Hammer Vertex tool function that many people seem to not be aware of: Creation of new edges. You can select any 2 vertices and/or mid-points and press Ctrl+F to create a new edge running between them. > > Why am I mentioning this? One reason is brush geometry engine limits, and if you're planning on making a lot of intricate, organic detail in your level with brushes, this ability will prove indispensable. Other is that editing just one brush per column block will be somewhat easier than 14 - in your case. > > Take a look at these two pillars. The one on the right is made using your method, with 14 brushes per block, 112 in total. > The other is made of only 8 brushes in total. Each brush started out as a simple cube, had it top vertices rotated manually and then new diagonal edges were added on the sides to keep the geometry valid. > > And finally I'd advice against using Jackhammer, at least in its current state. It's known to corrupt .rmf files (the one you attached as an example in your ambient lighting tutorial cannot be opened in Hammer). And what's worse, many of hotkeys (most notably ignore group toggle & texturing hotkeys) and some advanced features present in Hammer are either broken or missing. I can imagine a person who has never used those to be comfortable around Jackhammer, controlling everything through miniscule UI buttons instead of hotkeys, but that's hardly the most efficient workflow. I have heard of the **Split Faces** command before, and i tried to split them, but i didn't really know how. You don't know how much i laughed at myself when i found out how **Split Faces** works. Well, i hope it's worth losing 25 points for making a new tutorial. And rotating vertices, I think that they can get off grid, yes, and even if they do, I just move them onto the grid using the VM tool, which could cause errors, but there are solutions, there always are solutions... I still think that it's possible to bend brushes to will, no matter the cost (this is a random sentence, it doesn't have anything to do with this reply). And, i applied what you just said, and i think that I still have metric tons of things to learn: Hey, at least i didn't tell anyone to use Sledge, but that's still in alpha. Well, at least people know the basic Ctrl+Alt+N (New File), and Ctrl+Z. And if you said that using icons rather than keyboard shortcuts is "hardly the best workflow", then you're very, very, very, but very wrong, unless i misunderstood what you have said. OK, i'm removing the tutorial in 5 days from the date of posting this reply (or i will make a better one, who knows). I edited this reply 4 times now, and i also want to mention that the Ctrl+F method for this can be used for cylinders, which is useful for, because of texture alignment issues, this:
    URL to post:
  • Lord Canistra avatar
    Lord Canistra Joined 14y ago
    Offline
    14,434 points Ranked 530th
    23 medals 2 legendary 3 rare
    • 1st Place - 2016 Winter Mapping Contest Medal icon
    • 10 years a member Medal icon
    • 6 years a member Medal icon
    • 2nd Place - Beneath the Dust Mapping Contest Medal icon
    • Returned 1000 times Medal icon
    • Reached 1,000 Points Medal icon
    6y
    First off, I wouldn't recommend arbitrary transformations (especially rotations) of vertices, as they can easily end up at off-grid fractional positions, which will increase likelihood of microgaps and/or microleaks during compilation due to rounding errors, as well as loss of precision upon reloading your level in any editor that cannot handle those fractional values properly. It's perfectly possible to arrange all the vertices manually in a ring-like shape on the grid. You can even make a temporary brush cylinder or arc to help align them. Yes, this'll take slightly more effort than stamping numbers into transform field, but quality always has a price. Second, there's this Hammer Vertex tool function that many people seem to not be aware of: Creation of new edges. You can select any 2 vertices and/or mid-points and press Ctrl+F to create a new edge running between them. Why am I mentioning this? One reason is brush geometry engine limits, and if you're planning on making a lot of intricate, organic detail in your level with brushes, this ability will prove indispensable. Other is that editing just one brush per column block will be somewhat easier than 14 - in your case. Take a look at these two pillars. The one on the right is made using your method, with 14 brushes per block, 112 in total. The other is made of only 8 brushes in total. Each brush started out as a simple cube, had it top vertices rotated manually and then new diagonal edges were added on the sides to keep the geometry valid. And finally I'd advice against using Jackhammer, at least in its current state. It's known to corrupt .rmf files (the one you attached as an example in your ambient lighting tutorial cannot be opened in Hammer). And what's worse, many of hotkeys (most notably ignore group toggle & texturing hotkeys) and some advanced features present in Hammer are either broken or missing. I can imagine a person who has never used those to be comfortable around Jackhammer, controlling everything through miniscule UI buttons instead of hotkeys, but that's hardly the most efficient workflow.
    URL to post: